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In article <3a352d5e$1@news.povray.org>, "Wlodzimierz ABX Skiba"
<abx### [at] abx art pl> wrote:
> > I would also use "weighted_normals" or "weight_normals" instead of
> > "normal_weighted"
> why ? this groups parameters for normal calculation ?
Because in English, describing words or actions usually go before the
thing they describe or act on. You say "weighted normals", not "normals
weighted". You tell POV to weight the normals or to use weighted
normals, not to use normals weighted.
> > and a few other little changes
> write, please
Allowing a boolean after "weighted_normals"(or "weight_normals", or...)
so you could specify on or off...um, that's all I could think of right
now. I think I mentioned all the ones I thought of.
> > If the object has a texture, it is deformed along with the
> > object. If a texture is given in the deform{} block, it isn't deformed.
> yes, this is part of my conception
> even further - layered textures mixed from deformation and base object!
Yes, I was thinking of that...some interesting possibilities. And if you
use warps to specify the deformations, you could control the textures
yourself...your patch looks like it could be very fun just to play
around with. :-)
> what about deformations where they are good described only in part of
> space ?
> turbulence and twist is calculable in evry point but what about
> placing along spline ?
I'm not sure what exactly you mean...I would assume that parts of the
surface where the deformation is undefined simply aren't deformed. If
you want only part of the object to be deformed, you should probably use
a union of a deform object with ordinary objects.
BTW, multiple deformations would also be useful...just allow them to be
applied one after the other, which should be very easy to do if you use
warps. That way you could make a twisted, turbulated box being sucked
into a black hole. :-)
deform {
box {<-1,-1,-1>, < 1, 1, 1> texture {Texture}}
deformation {turbulence 0.2}
deformation {twist y, 8}
deformation {black_hole ...}
accuracy 0.05
normal_accuracy 3, 0.01
weighted_normals on
}
> > The equivalent code for what you wrote with my suggested syntax would
> > be:
> > deform {
> > box {-1, 1 texture {Texture}}
> > type {twist y, 8}// twist AXIS, TWISTS_PER_UNIT_DISTANCE
Oops, that should have been "deformation {twist y, 8}".
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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